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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="kigmatzomat" data-source="post: 9596747" data-attributes="member: 9254"><p>Well there are rules covering equipment and backgrounds are 1st level. </p><p></p><p>For the other levels there are no rules. How many items should they have? What kind of contacts are appropriate? What social structures could exist for them to be part of? What kinds of ties should they have? What social ranks are appropriate for a level 5 wizard vs a level 10 wizard?</p><p></p><p>The 5e DMG has either nothing or but the barest material on those things, mostly tables of adjectives tied to die rolls.</p><p></p><p>Meanwhile the 3e DMG had breakdowns of wealth/magic items by level, discussed different approaches to conatraining magic items, then went into a class-by-class discussion of how PCs should be viewed by and interact with society, various power centers that could be present, an overview of how to generate a society (at least at a very high level) and to map out relationships.</p><p></p><p>Yeah, that was only a few pages, but it's pages that 5e doesn't have. There was probably more in the 3e DMG2, but that wasn't handy for me to check. </p><p></p><p>3e was a very opinionated system, with ideas on how the mechanics impact the settings run all through it. How common are PC classes? What level of PC is likely in this city? How much treasure will a CR9 encounter have? What is the typical wealth of an 11th level wizard? How many magic items will that wizard have? How many CR11 encounters would make that wizard 12th level?</p><p></p><p>3e had baselines. Lots of people didn't like them, but they provided a common place to start from. If you said "low magic items" it was in relation to a common definition everyone had. "Fast leveling" meant you wanted less than 13-ish encounters per level. </p><p></p><p>5e tries to have no opinion on how the system affects settings and says "Lah-la-lah, player rules are different lah-lah-lah game rules aren't economies lah-lah-lah" and it essentially throws all the effort of making anything make sense a DM problem. They further say "the game doesn't require any magic items so if you give them out and the CR mechanic fails, guess you gave out too many items, schmuck."</p><p></p><p>At low levels, no one has magic items. Easy-peasy. At higher levels....whelp. don't screw it up, schmuck. </p><p></p><p>I really like what they did with 5e, less granular than 3e, not as formulaic as 4e ADEU. </p><p></p><p>But jeez Louise, the DM support is somewhere between atrocious and non-existent. I sometimes think it's this bad because they think AI DMs will make human DMs no more than a prompt engineer, hoping to get a non-hallucinatory encounter.</p><p></p><p>But when the AI does hallucinate, it will be the prompt engineers fault for not catching it. The schmuck.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9596747, member: 9254"] Well there are rules covering equipment and backgrounds are 1st level. For the other levels there are no rules. How many items should they have? What kind of contacts are appropriate? What social structures could exist for them to be part of? What kinds of ties should they have? What social ranks are appropriate for a level 5 wizard vs a level 10 wizard? The 5e DMG has either nothing or but the barest material on those things, mostly tables of adjectives tied to die rolls. Meanwhile the 3e DMG had breakdowns of wealth/magic items by level, discussed different approaches to conatraining magic items, then went into a class-by-class discussion of how PCs should be viewed by and interact with society, various power centers that could be present, an overview of how to generate a society (at least at a very high level) and to map out relationships. Yeah, that was only a few pages, but it's pages that 5e doesn't have. There was probably more in the 3e DMG2, but that wasn't handy for me to check. 3e was a very opinionated system, with ideas on how the mechanics impact the settings run all through it. How common are PC classes? What level of PC is likely in this city? How much treasure will a CR9 encounter have? What is the typical wealth of an 11th level wizard? How many magic items will that wizard have? How many CR11 encounters would make that wizard 12th level? 3e had baselines. Lots of people didn't like them, but they provided a common place to start from. If you said "low magic items" it was in relation to a common definition everyone had. "Fast leveling" meant you wanted less than 13-ish encounters per level. 5e tries to have no opinion on how the system affects settings and says "Lah-la-lah, player rules are different lah-lah-lah game rules aren't economies lah-lah-lah" and it essentially throws all the effort of making anything make sense a DM problem. They further say "the game doesn't require any magic items so if you give them out and the CR mechanic fails, guess you gave out too many items, schmuck." At low levels, no one has magic items. Easy-peasy. At higher levels....whelp. don't screw it up, schmuck. I really like what they did with 5e, less granular than 3e, not as formulaic as 4e ADEU. But jeez Louise, the DM support is somewhere between atrocious and non-existent. I sometimes think it's this bad because they think AI DMs will make human DMs no more than a prompt engineer, hoping to get a non-hallucinatory encounter. But when the AI does hallucinate, it will be the prompt engineers fault for not catching it. The schmuck. [/QUOTE]
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